class UTProj_Shield extends UTProj_Rocket;

var public Actor Shooter;
var public float time;

simulated function PostBeginPlay()
{
	super.PostBeginPlay();	
}

auto state FollowActor
{
	event Tick(float deltaTime)
	{
		SetLocation(Shooter.Location);
		//DrawDebugBox(Shooter.Location, vect(100,100,100), 0, 250, 0, false);
		//DrawDebugSphere(Shooter.Location, 100, 10, 0, 0, 250, false);
	}
}

DefaultProperties
{
	ProjFlightTemplate=ParticleSystem'Particle_Shield.Schild'
	ExplosionSound=none
	ProjExplosionTemplate=none
	
	/*Begin Object class=StaticMeshComponent name=projmesh
                     StaticMesh = StaticMesh(yourmesh)
	End Object
           Components.Add(projmesh)
           ProjSMC = projmesh*/
}
